Author : jdvi


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renderhjs's Avatar
Old (#1)
thought I´d create a thread about this project after showing already some screens in the What are you working on thread.

about:
Team project (3 memebers) with the main topic colors. The 3 of us decided to make a game concept or prototype that has a environment and theme build upon the theme colors. What I will post here however is more focused on what I did on this project,- because that´s what I can tell best about.

my task:
- engine programming (flash as3)
- tool pipeline (maxscript)
- and various environment and character modeling, texturing, rendering
... and lots of other stuff that needs to be done in order create a demo at the end

before I start with updates now and then,- first some summary of what I did so far and what I have:

1. technology- or engine:
is basicly a set of camera mapping techiques in Flash with a simplified 3d rendering model. Controls will be just like in old Adventure games requiring only a mouseclick to move/ activate or do whatever, screens are most likely static with only the polygon objects in the engine moving.
All this is done using maxscript and Actionscript (flash scripting) together:

for that a important task was to copy the camera model from 3dsmax to my engine so that a single object still looks like it exists in the background rendering:

a demo:
http://www.renderhjs.net/bbs/flashkit/color_dune/demo7/
with some more tricky stuff its thus possible to blend rendering and realtime stuff together like:

here is another demo with a possible poly count for a characer beeing 300 triangles: http://www.renderhjs.net/bbs/flashki...o_chardesign2/


2. environment
the earth or planet the main character lives on is called Suvat. It´s a planet where 1 side of it has the whole day night,- and the other part the whole day light because the sun doesn´t rotate around the planet but booth planet and sun rotate around a gravity center.

The game starts on the night side of the planet- since the other part is considered to be hazardous. So it´s like night all time at first in the game.

I started already with the first village where it starts,- named 'Rheta'

the pink path is a maxspline which will be read as vector path in the engine to enable pathfinding (walking automaticly around corners, obstacles,...) and to limit the area one can click/ walk to.
This is what it looks at the moment like:

and

some detail:

(the renderer is mental ray within 3dsmax9)
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renderhjs's Avatar
Old (#2)
3. characters
Characters are beeing refined atm. but this was my first sketchy attempt,- to test out what can be done with 300 triangles and to test out some cellshaded anime alike style:

the low poly mesh (300 triangles)

but like I said,- it´s most like that this will change since the other members didn´t liked my design.

4. misc
this is my last logo draft for the project:

cure or curing because colors are a special way of curing a sick character in the game.

this is quite a lot for the first post so I hope you bear a little bit with me
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MikeF's Avatar
Old (#3)
this is really cool man, the technical side of this is over my head, but everything is looking awesome. keep it up.
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MoP's Avatar
Old (#4)
Cool stuff, I really like your environments, and the scripting work is interesting too. Generally nice art and interesting ideas.

I know English isn't your first language, but if some of these images are for a presentation or in-game use in the end, targeted at an English-speaking audience, then you should check the spelling and capitalisation on your Suvat planet text labels... you have some words with capital letters, and some without, for no good reason ... and it should be spelt "Red Forest" and "Unknown Civilisation"
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Frozan's Avatar
Old (#5)
environment looks great. those last renders are exceptionally good. keep it up
Jeremy Estrellado

Portfolio - www.shatteredmesh.com
WIP Blog - http://estjeremy.tumblr.com/

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rollin's Avatar
Old (#6)
realy a lot of hot stuff.. the technik is great!

are you finished with the climate-project?

and i love the logo and the girl
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Vitor's Avatar
Old (#7)
Everything is looking fantastic. The character is really good.
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renderhjs's Avatar
Old (#8)
long delay,
thx alot guys,- even though I didn´t replied till now your comments really pleased me

alot has happend meanwhile, not just rendering and modeling wise, the biggest update however occoured this night with a neat engine update:

online demo
you basicly click on walkable areas and the character moves to it, that´s it for now ;)

some additional guide:
- a yellow crosshair indicates walkable areas, so if you see it in the cursor you can walk there
- hit the [d] key for debugging and pathfinding info (switches 3 modes)
- the keys 1,2,3 switch between the 3 cameras

the texture of the female character is dramaticly compressed in this demo (I wanted to keep this demo below 400 KB [358 KB right now everything including htm files] because she has a PNG file as texture [with alpha channel] ). The next time it will look better.

No clipping objects are included this time,- just the character so dont wonder why she doesn´t disappear or gets clipped at all when moving behind objects- it´s just a flat rendering picture.
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Generalvivi's Avatar
Old (#9)
wow nice work man! that was totally kick ass can't wait till you get more done ^^ very nice so far
Level Designer - Irrational Games

Portfolio | Chell's Legend
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ViPr's Avatar
Old (#10)
the background graphics are awesome but i hate cell shading and btw the girl's dress is not cell shading. also i don't understand why the girl's poly-count is like Nintendo DS specification while everything else is much higher. and one of the purposes of prerendered backgrounds is so that the realtime models can have much higher poly-counts than full realtime graphics games. also isn't your orbit physics completely impossible? but is it also possible for you to have realistic orbit physics and still have the permanent day night scenario as well? after all, isn't the same side of the moon always facing Earth?
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Kawe's Avatar
Old (#11)
question. how long did this take?
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Neox's Avatar
Old (#12)
Quote:
Originally Posted by ViPr View Post
the background graphics are awesome but i hate cell shading and btw the girl's dress is not cell shading. also i don't understand why the girl's poly-count is like Nintendo DS specification while everything else is much higher. and one of the purposes of prerendered backgrounds is so that the realtime models can have much higher poly-counts than full realtime graphics games. also isn't your orbit physics completely impossible? but is it also possible for you to have realistic orbit physics and still have the permanent day night scenario as well? after all, isn't the same side of the moon always facing Earth?
it's based on flash, flash isn't much of a 3d accelerated environment, so i guess thats why the polycount is that low...

and as for the day night thingy, see it as given, it's part of the story doesn't have to be overcomplicated
bonus vir semper tiro.

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qubism's Avatar
Old (#13)
hey there too bad u dont really have explored too different logo ideas.
id like to see that. also the presentation of the planet and stuff can be
polished easily by being consistant. go for serifs there maybe.

are u goin to put more shading into the character textures so they
match the light situation a bit more? or are u going to leave it unshaded
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conte's Avatar
Old (#14)
damn cool!
i love the style on the girlie model, really unique.
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empeck's Avatar
Old (#15)
I'm long lime Polycount lurker ;) but I have to post right now.

Game looks great already. You have very nice backgrounds, but I prefer first girl model though.

Are you going to make full game, or just a technical demo/preview? I'd love to play final version, will it be available when you'll finish?


Thanks for technical details. Great work!
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jaball's Avatar
Old (#16)
I love the environment in the scene, very pretty! I gotta admit though... the character on the above Screen just doesn't fit in the scene. I understand that this is based out of flash but it just looks out of place. maybe seeing some more screens would justify it more, but the character seems to be pulling down the rest of the artwork.

Regardless, it looks awesome and it is certainly something to be proud of!

keep it up! I love seeing this stuff!
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onionhead_o's Avatar
Old (#17)
the last few images are gorgeous. very nice designs.
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[HP]'s Avatar
Old (#18)
Very cool stuff you got going on here mate! Congrats, Loved to see it finished
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vladino's Avatar
Old (#19)
Great job man! Running smoothly on my PC. Would love to see progress of this.

What do you use for animation? Key frames, or you have skeleton in the model?
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renderhjs's Avatar
Old (#20)
I added a youtube video upload:
that covers basically all the engine stages and the final demos I showed here at my university but did not uploaded for technical reasons. You can see some other levels, a 3dsmax viewport capture of my level and some technical views showcasing the pathfinding and depth sorting.
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pior's Avatar
Old (#21)
Hey man,

Just letting you know that here on Safari the online demo does not have the proper look - the girl gets shaded instead of being self illum.
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renderhjs's Avatar
Old (#22)
no he he this time your safari did not fail ;) I linked it with the wrong demo (with baked light) - not sure if that self illuminated one is still online - might change that some time
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rooster's Avatar
Old (#23)
lol at the dancing skin test wookie thing..
i think it looks fantastic, im pretty surprised at the detail you've got going
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mLichy's Avatar
Old (#24)
Thats awesome. The pointer Icon is somewhat fallic though... lol.
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Ben Apuna's Avatar
Old (#25)
renderhjs, I've been watching this for a while now and think it's simply amazing that you got all of that art and programming done. Not only that but it looks great too. I hope you can upload the whole game in the future so people can play it. Do you have any plans to develop Curing Colors any further maybe into commercial project?

Last edited by Ben Apuna; 12-24-2009 at 06:17 PM..
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